The Doom3 Diary: A Gamer's
Experience
Author: Michael Ahlf
Date: August 11th 2004
Page: 3
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Day Three:
| Moving right along, Imps are a constant
menace - popping up out of the metalwork, arriving from the
shadows, generally making nuisances of themselves. They're faster
than they used to be - heck, everything's faster than it used to
be. In the old Doom games it was possible to run circles around
Imps' projectiles, now it's just a challenge to dodge them, and
even a glancing blow hurts.
I'm extremely thankful when I come across
the first major sign of civilization - the powerup dispenser. This
one dispenses health, in 10-point increments, and before I got to
it was worth 50 points. I emptied it immediately.
It doesn't help prepare me for what I'm
seeing next - lots, and lots, and lots of blood and gore. The
dismembered body of the disgruntled mechanic from earlier is
pretty gross. And then there's the worker hung from wiring in the
cieling. Not knowing what I was shooting, but seeing something
move and hearing a moaning noise, I did actually shoot him.
Workers who tried to barricade themselves
into a hallway didn't fare much better, as their mortal remains
scattered amongst the crates will attest. Imps break through walls
to get to me in here... not much room to breathe, much less dodge,
and the shotgun's low reload rate makes it hard to escape without
injury.
The experience brings up another big
difference between this game and the old ones; space to maneuver.
Everywhere I've been so far, dodging room has been at a premium,
as it's all narrow corridors. By contrast, in the originals,
wide-open spaces and room to dodge were the norm; it wasn't
problematic to circle-strafe around even a couple dozen enemies,
slowly taking them down with a hand pistol or double barreled
shotgun. |
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In the security checkpoint I opened up the
second storage locker, thanks to another handy tip from reading
picked-up PDA material. The result was a very useful device - the
machine gun. Well, maybe not THAT useful. It does a good job of
pumping ammo into enemies, but chews through the ammo at an
alarming rate as well. Once again, baptism by fire was the MO for
teaching its use as well; picking it up was the excuse a pair of
Imps needed to slip in and attack me from behind.
A ride up the elevator later and I'm back
in Mars City, where it all began. Of course, it's all changed:
instead of a friendly guide robot to bring me back to the HQ,
there's a zombie trying to blast me to pieces and feast upon my
corpse.
The easy way into the base is blocked
off, too. Thankfully I've got a way around that; a lone survivor
who was working in the vents and overlooked by the enemy. He lets
me up into the ductwork. I let him live, against my better
judgement; it may have been nicer to shoot him, and not have to
worry about his being resurrected as a zombie later. Next
stop, the manifest office - amid the wreckage and carnage, I find
the PDA of the head manifest officer. Seems he was pretty PO'ed
that half the stuff coming in was slipping in under his nose. On
the upside, somewhere around here there's a whole shipment of
chainsaws. He thought those things were useless on Mars. Me,
I've got plenty of uses for a load of chainsaws and a few
canisters of gas to power them. |
| One of these guys is a pretty good
indication of what's been going on here while I've been making my
way back - his face has been ripped off. Seems pretty painful, and
not something I'm eager to try out. The good news is, he won't be
coming back as a zombie. I hope. PDA,
PDA, PDA. Lots of things to go over. Wish I had those chainsaws.
No getting through one obvious door yet,
I need security clearance - though if I don't find it soon,
there's a good chance that whatever's pounding on the door from
the other side might break it down to come after me.
An Imp jumping against the glass in the
nearby science lab nearly gives me a heart attack. Too bad for the
guy he was chewing on before he spotted me. Luckily for me, the
security keycard I need is on this side of the glass, and I can
escape feeling relatively protected.
Moving on I get into what seems to be
another dead-end, but not before dealing with a few more grunts.
Freakishly fast they are, too, and well versed in squad tactics,
even suicide tactics. One of them came through the door, eating a
full shotgun blast; while I was reloading, the second rolled
through the still-open door and tried to shoot me from behind. If
this is what the menial stuff is capable of, I'm starting to get
very scared of what the more advanced creatures will do.
If I can get to some controller area,
there's a chance I might be able to use these sentry-bots to my
advantage as allies. This one's taken down two grunts with no
damage to itself, then run off down the corridor. If nothing
else, that's a couple clips of ammo should I find a way through
the glass.
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It's too bad I can't link up with those
sentry 'bots, they might be helpful. My route takes me on a
parallel course, down side corridors. In one spot, there's a
rather nasty bloodstain on the glass, a sure sign that some of the
people around here aren't intact enough to be zombified. The
zombies don't seem to feel pain, of course. They can see in the
dark, they're hard to hit, and when they want to be, they're
pretty quiet. The only thing keeping me alive at this point is
that I've got better weaponry than they do. Even that may not help
for long - that guy shooting at me from around a corner could very
well be an ambush. Get in close enough to use the shotgun, and his
buddies pop out to claw me to death.
Fire? I'd kill for a good flamethrower. I
think. It might not do me much good, as this flaming zombie
proves; light 'em up, and they just keep coming. By the time a
flamethrower worked its magic, unless I've got plenty of
maneuvering room, it'd be too late. The fat guy with the wrench
also speaks volumes about the capabilities of whatever's doing
this; living, he could never have moved as fast as he is to come
after me. No luck finding the
Marine HQ yet, but I have found the infirmary. There'll definitely
be some health-ups and perhaps ammo in there. Of course, they're
also going to have a morgue. That's going to be painful. |
| The arm on the table is proof enough that
my hunches are right - the infirmary definitely isn't a point of
refuge for more survivors. No, it's more like someone's death
scene.
On the head medical officer's PDA I find
emails and an audio log about patients who were developing
personality disorders and attacking people. One of them got hold
of a scalpel and carved wierd runes on his body. He also split his
own tongue. So even before the base was under attack, it was under
attack. That's backed up by everything I saw previously, even the
deranged scientist trying to send out his warning message.
The guys in the next room don't want me
to leave as I am. The body on the autopsy table gets right up and
shambles at me... that's okay, I can deal with him. The two grunts
are a bit nastier, of course. One backs the other up; had I still
been using the shotgun and not the minigun, I'd have taken a good
deal of fire from number two while reloading after killing number
one.
What's in the lockers at the other end,
of course, shows the nastiness I'm up against. I doubt the stuff I
just fought put these corpse pieces in here. More likely it was
done either before everything went nuts, or while everything was
slowly going nuts. What I'd give for some backup right about
now...
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I crawl past this flaming cracked pipe,
seeing some med supplies past them. I think I'm in luck - past the
dead Marine, there's a functioning door. Crap, it's jammed. I got
his PDA though... he was one of the higher-ups. Keycode to the
Marine supply locker in HQ, if I ever get there. Back
the other way, I turn a corner just in time to see a zombie break
a poor Marine's neck. Did he come out to help me, after hearing my
gunshots? Or was he just unlucky? I guess I'll never know. Pull
the shotgun out, this one doesn't have a gun... oh crap I forgot
to reload the shotgun. Backpedal, backpedal... ahh, the sweet
sight of a zombie disintegrating.
A bit further down the corridor, there's
plenty more carnage. This zombie, or else his buddies, were
obviously busy. Something's bleeping about wanting a video linkup.
Why not, it can't hurt. Though I should put a few shotgun blasts
through the corpses first, just in case they're planning to get up
while my back is turned.
Crud, someone was in the weapons locker.
Amid the corpses, there's plenty of ammo, but none of the bigger
guns I was hoping for. At least there's enough to top off my
existing stock.
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| There's my jammed door, around the
corner. Bill's body, lying peaceful in death. It's almost a
shame to leave him lying there, especially as he could be turned
back into a zombie, but there's no way to finish him now.
The videolink means I've reached my
intermediate objective, the Marine Communications area. The
video is another survivor, my CO - somehow, he's still alive. I
suppose I shouldn't be all that surprised, as he's obviously one
to follow the "tough old bastard" mode of command.
Looks like he's still got his armor and probably a few bigger
guns than I've got.
He's telling me to get a move on, with
new objectives. If I can link up with some other Marines,
that'll be a good thing. A little friendly squad tactics to
counter the tactics of the zombies would be entirely welcome. |

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Michael (at) Glideunderground.com!
Alternatively, post 'em right here for everyone to see!
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The Doom 3 Diary
Added: Monday, August 09, 2004 Reviewer: Michael Ahlf
Page: 3/5
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